/*
* Copyright 2009 ZXing authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
namespace ZXing.Common
{
/// This Binarizer implementation uses the old ZXing global histogram approach. It is suitable
/// for low-end mobile devices which don't have enough CPU or memory to use a local thresholding
/// algorithm. However, because it picks a global black point, it cannot handle difficult shadows
/// and gradients.
///
/// Faster mobile devices and all desktop applications should probably use HybridBinarizer instead.
///
/// dswitkin@google.com (Daniel Switkin)
/// Sean Owen
///
public class GlobalHistogramBinarizer : Binarizer
{
private const int LUMINANCE_BITS = 5;
private const int LUMINANCE_SHIFT = 8 - LUMINANCE_BITS;
private const int LUMINANCE_BUCKETS = 1 << LUMINANCE_BITS;
private static readonly byte[] EMPTY = new byte[0];
private byte[] luminances;
private readonly int[] buckets;
///
/// Initializes a new instance of the class.
///
/// The source.
public GlobalHistogramBinarizer(LuminanceSource source)
: base(source)
{
luminances = EMPTY;
buckets = new int[LUMINANCE_BUCKETS];
}
///
/// Applies simple sharpening to the row data to improve performance of the 1D Readers.
///
///
///
///
public override BitArray getBlackRow(int y, BitArray row)
{
LuminanceSource source = LuminanceSource;
int width = source.Width;
if (row == null || row.Size < width)
{
row = new BitArray(width);
}
else
{
row.clear();
}
initArrays(width);
byte[] localLuminances = source.getRow(y, luminances);
int[] localBuckets = buckets;
for (int x = 0; x < width; x++)
{
int pixel = localLuminances[x] & 0xff;
localBuckets[pixel >> LUMINANCE_SHIFT]++;
}
int blackPoint;
if (!estimateBlackPoint(localBuckets, out blackPoint))
return null;
int left = localLuminances[0] & 0xff;
int center = localLuminances[1] & 0xff;
for (int x = 1; x < width - 1; x++)
{
int right = localLuminances[x + 1] & 0xff;
// A simple -1 4 -1 box filter with a weight of 2.
int luminance = ((center << 2) - left - right) >> 1;
row[x] = (luminance < blackPoint);
left = center;
center = right;
}
return row;
}
///
/// Does not sharpen the data, as this call is intended to only be used by 2D Readers.
///
override public BitMatrix BlackMatrix
{
get
{
LuminanceSource source = LuminanceSource;
byte[] localLuminances;
int width = source.Width;
int height = source.Height;
BitMatrix matrix = new BitMatrix(width, height);
// Quickly calculates the histogram by sampling four rows from the image. This proved to be
// more robust on the blackbox tests than sampling a diagonal as we used to do.
initArrays(width);
int[] localBuckets = buckets;
for (int y = 1; y < 5; y++)
{
int row = height * y / 5;
localLuminances = source.getRow(row, luminances);
int right = (width << 2) / 5;
for (int x = width / 5; x < right; x++)
{
int pixel = localLuminances[x] & 0xff;
localBuckets[pixel >> LUMINANCE_SHIFT]++;
}
}
int blackPoint;
if (!estimateBlackPoint(localBuckets, out blackPoint))
return null;
// We delay reading the entire image luminance until the black point estimation succeeds.
// Although we end up reading four rows twice, it is consistent with our motto of
// "fail quickly" which is necessary for continuous scanning.
localLuminances = source.Matrix;
for (int y = 0; y < height; y++)
{
int offset = y * width;
for (int x = 0; x < width; x++)
{
int pixel = localLuminances[offset + x] & 0xff;
matrix[x, y] = (pixel < blackPoint);
}
}
return matrix;
}
}
///
/// Creates a new object with the same type as this Binarizer implementation, but with pristine
/// state. This is needed because Binarizer implementations may be stateful, e.g. keeping a cache
/// of 1 bit data. See Effective Java for why we can't use Java's clone() method.
///
/// The LuminanceSource this Binarizer will operate on.
///
/// A new concrete Binarizer implementation object.
///
public override Binarizer createBinarizer(LuminanceSource source)
{
return new GlobalHistogramBinarizer(source);
}
private void initArrays(int luminanceSize)
{
if (luminances.Length < luminanceSize)
{
luminances = new byte[luminanceSize];
}
for (int x = 0; x < LUMINANCE_BUCKETS; x++)
{
buckets[x] = 0;
}
}
private static bool estimateBlackPoint(int[] buckets, out int blackPoint)
{
blackPoint = 0;
// Find the tallest peak in the histogram.
int numBuckets = buckets.Length;
int maxBucketCount = 0;
int firstPeak = 0;
int firstPeakSize = 0;
for (int x = 0; x < numBuckets; x++)
{
if (buckets[x] > firstPeakSize)
{
firstPeak = x;
firstPeakSize = buckets[x];
}
if (buckets[x] > maxBucketCount)
{
maxBucketCount = buckets[x];
}
}
// Find the second-tallest peak which is somewhat far from the tallest peak.
int secondPeak = 0;
int secondPeakScore = 0;
for (int x = 0; x < numBuckets; x++)
{
int distanceToBiggest = x - firstPeak;
// Encourage more distant second peaks by multiplying by square of distance.
int score = buckets[x] * distanceToBiggest * distanceToBiggest;
if (score > secondPeakScore)
{
secondPeak = x;
secondPeakScore = score;
}
}
// Make sure firstPeak corresponds to the black peak.
if (firstPeak > secondPeak)
{
int temp = firstPeak;
firstPeak = secondPeak;
secondPeak = temp;
}
// If there is too little contrast in the image to pick a meaningful black point, throw rather
// than waste time trying to decode the image, and risk false positives.
// TODO: It might be worth comparing the brightest and darkest pixels seen, rather than the
// two peaks, to determine the contrast.
if (secondPeak - firstPeak <= numBuckets >> 4)
{
return false;
}
// Find a valley between them that is low and closer to the white peak.
int bestValley = secondPeak - 1;
int bestValleyScore = -1;
for (int x = secondPeak - 1; x > firstPeak; x--)
{
int fromFirst = x - firstPeak;
int score = fromFirst*fromFirst*(secondPeak - x)*(maxBucketCount - buckets[x]);
if (score > bestValleyScore)
{
bestValley = x;
bestValleyScore = score;
}
}
blackPoint = bestValley << LUMINANCE_SHIFT;
return true;
}
}
}